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At line 1 changed 2 lines
!!!WSFN (Which Stands for Nothing)
Harry Stewart, 1981
!!!WSFN
Harry Stewart, APX, 1981
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WSFN (Which Stands for Nothing) is a "tiny" programming language created by Li-Chen Wang (author of Tiny BASIC) as a way to send commands to a small robot. It was originally published in Dr. Dobb's Journal in September 1977, with the robot represented on-screen using what would today be known as turtle graphics.
WSFN (short for "Which Stands for Nothing") is a tiny programming language created by Li-Chen Wang (author of [Tiny BASIC|https://en.wikipedia.org/wiki/Tiny_BASIC]) as a way to send commands to a small robot. It was originally published in Dr. Dobb's Journal in September 1977, with the robot represented on-screen using what would today be known as turtle graphics.
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The language is similar to [PILOT] in concept, using single-letter commands who's primary purpose is to cause the turtle to move and create drawings. In contrast to PILOT, WSFN allows the construction of more complex macros using parenthesis, which can then be combined into larger programs. WSFN programs can quickly become unreadable in spite of their single-letters and relatively short list of features.
The language is similar to [PILOT|Pilot] in concept, using single-letter commands who's primary purpose is to cause the turtle to move and create drawings. In contrast to PILOT, WSFN allows the construction of more complex macros using parenthesis, which can then be combined into larger programs. These macros can call themselves recursively, which allows it to draw complex images like fractals in a few lines of code.
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A unique feature of the language is that the keyboard is active at all times, and users can interrupt programs as they run. For instance, if one makes a macro to draw an arc on the screen and names it "A", typing A will begin the drawing of the arc, but the user can press A in the middle of the process to draw a new arc at the current location, and so on. This makes all programs interactive without any specific code like an event loop.
At line 11 added 2 lines
A unique feature of the language is that the keyboard is active at all times, and users can interrupt programs as they run. For instance, if one makes a macro to draw an arc on the screen and names it "A", typing A will begin the drawing of the arc, but the user can press A in the middle of the process to draw a new arc at the current location, and so on. This makes all programs interactive without any specific code like an event loop.
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!Examples
The following Extended WSFN code draws a square in the center of the screen:
{{{
U2L12FND12F3(2R24F)2R12F
}}}
The code starts with the {{U}} which lifts the pen ({{U}}p) so the following commands will not draw to the screen. This is followed by a {{2}}, which means the next instruction should be run twice. In this case, the next instructions is {{L}}eft. Since each step of a turn is 45 degrees, this causes the turtle to rotate 90 degrees to the left so it points to the left side of the screen. Next, the turtle moves {{F}}orward 12 steps, is pointed {{N}}orth (up). Since the turtle was formerly pointed left, {{2R}} would have the same end effect as the {{N}}. Finally the pen is put back {{D}}own so the following commands will cause drawing on the screen.
Next, the {{12F}} draws 12 steps, and since the turtle was pointing north, this causes a short line segment to be drawn up the screen. Then comes a {{3}}, meaning the following instruction should be run three times. In this case it is not a single instruction, but all of the instructions in the parens. These rotate {{2R}}ight, or 90 degrees, and then draws a segment 24 long. So the first iteration draws the horizontal line across the top, the next the vertical line down the right side, and then across the bottom. Finally, the ending {{2R12F}} finishes off the square by drawing the missing segment on the bottom of the left vertical side.
As you can see, WSFN code can become almost unreadable even in simple examples!
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* [Atari WSFN Source Code from Harry B. Stewart on archive.org|https://archive.org/details/AtariWSFNSourceCode]; Thank you so much Harry B. Stewart for giving this source code into PD, Atari_Ace from AtariAge for typing in the source code and checking it and Kevin Savetz for uploading to archive.org. :-)))
* [Atari WSFN - An Introduction - draft from Harry B. Stewart on archive.org|https://archive.org/details/AtariWSFNAnIntroduction]; Thank you so much Harry B. Stewart for giving this introduction into PD and Kevin Savetz for digitzing and uploading to archive.org. :-)))
* [Atari WSFN Manual Draft from Harry B. Stewart on archive.org|https://archive.org/details/AtariWSFNManualDraft] ; Thank you so much Harry B. Stewart for giving this draft into PD and Kevin Savetz for digitzing and uploading to archive.org. :-)))
* [Atari WSFN Source Code from Harry B. Stewart on archive.org|https://archive.org/details/AtariWSFNSourceCode]; Thank you so much Harry B. Stewart for giving this source code into PD, Atari_Ace from AtariAge for typing in the source code and checking it and Kay Savetz for uploading to archive.org. :-)))
* [Atari WSFN - An Introduction - draft from Harry B. Stewart on archive.org|https://archive.org/details/AtariWSFNAnIntroduction]; Thank you so much Harry B. Stewart for giving this introduction into PD and Kay Savetz for digitzing and uploading to archive.org. :-)))
* [Atari WSFN Manual Draft from Harry B. Stewart on archive.org|https://archive.org/details/AtariWSFNManualDraft] ; Thank you so much Harry B. Stewart for giving this draft into PD and Kay Savetz for digitzing and uploading to archive.org. :-)))